In response to SuperSaiyanGokuX
Yeah, my brain was thinking 3/4ths as he couldn't recall the term for it. To my surprise some people don't know the term for the view perspective...
both bases i made myself only rip was the 4 hud icons
In response to Mastergamerxxx
Well, for starters darker colors tend to mean its deeper and lighter colors tend to mean its not deep you also need to take into account the light and size ratio to make your tile_sets and other art work.
In response to Void Games
Void Games wrote:
Well, for starters darker colors tend to mean its deeper and lighter colors tend to mean its not deep

That is way too vague. What exactly are you saying?
In response to Albro1
Albro1 wrote:
Void Games wrote:
Well, for starters darker colors tend to mean its deeper and lighter colors tend to mean its not deep

That is way too vague. What exactly are you saying?

I think I know what he's getting at.

To give a sense of depth (IE foreground vs. background, or perspective) Or, in the case of a top-down 3/4 view angle, we're talking about the bottom (feet) vs the top (head). Basically, anything that is supposed to look "closer" to the player vs. "farther away" (deeper).

Anyway, to do this, one handy trick is to use darker or less saturated colors the further away an area of the image is meant to appear.

In the case of a human figure, this means to have the feet a few shades darker (or less saturated) than the head.
Just remember that darker does not always equal farther. For example, imagine a daytime landscape painting. The ground is covered in snow, with mountains in the distance. As you get to the horizon line, the ground will not get darker. It will get lighter, with more gray values, and blurrier.

I think you're trying to associate light and dark with distance when you should be associating it with form. I'm only just starting my art degree though, so give me a few years and I can tell you all about it :|
In response to Albro1
you can also use shades to define different sides of the obj giving it edges like rocks or bolers
In response to Void Games
That is form.
In response to Albro1
Im sorry for not knowing the technical name for it thats what i meant by the shades tho
In response to Void Games
Apology accepted. It's interesting stuff, you should study up more. :)
In response to Albro1
Albro1 wrote:
Just remember that darker does not always equal farther. For example, imagine a daytime landscape painting. The ground is covered in snow, with mountains in the distance. As you get to the horizon line, the ground will not get darker. It will get lighter, with more gray values, and blurrier.

I think you're trying to associate light and dark with distance when you should be associating it with form. I'm only just starting my art degree though, so give me a few years and I can tell you all about it :|

THis is true. The darker=farther is only a general rule of thumb, and doesn't always apply (of course, I mention saturation because that's probably a better way to describe it; objects that are farther away tend to become washed out and less saturated/vibrant.) But for pixel art, especially in the case of top-down 3/4s perspective, it is usually pretty effective.

any tips or ideas on how to do side views i honestly suck with them and have no idea if there is sum secret im missing
In response to Mastergamerxxx
Look at references, then try it. Then post here your best effort, and I'm sure someone can try to help you.


as you can see i suck horrid
Are you looking at reference when doing this?

Some reference

Obviously, you won't be able to get all the details.
In response to Mastergamerxxx
If he is facing the left side his left arm/leg will only be shown with a little of the right ones shown(not very much) you will only be able to see one eye and some of the chest/back

Since he is facing left his eye would almost be near the out lining, Please note that side ways views are not as wide as front/back views

Take a good long look at this example
http://www.allacrost.org/wiki/images/8/8c/ Sprite_male_template.png Notice how you can see the legs and how it looks when walking?
You guys have to remember perspective. That isn't the perspective he's going for at all.

Read this then keep trying to draw your character in the right perspective:

http://www.byond.com/forum/?post=258145
In response to MDC
I know what you mean but hes does not understand how side views are drawn.
In response to Void Games
Void Games wrote:
I know what you mean but hes does not understand how side views are drawn.

Uhh... he can easily take a picture of himself standing in the position he's trying to draw... and mimic that. It's what I did in the past and it worked tremendously. Even so... using 'Google' has it's perks...
Mastergamerxxx, it might make things easier if you reduce the details. Stick with the 3/4ths-top-down and reduce or abstract the figures proportions so that the head takes up a third of the whole figure.

Also that uh, 3/4ths rotation of the figure isn't that bad. You just need a few tweaks. The torso on the disappearing side seems concave and unnatural and like it's making way for a part of the arm that shouldn't be visible. Also, play with the lengths of the right and left arm. The arm closer to the viewer should bit slight longer. Maybe the final thing is the head which is pillow shaded and if you don't know what pillow shading is stop right where you are. Then go goggle some information on making pixel-art or just goggle pillow shading.

Like, http://www.pixeljoint.com/, they have a forum there too. Or, you could go to http://www.spriters-resource.com/ and take a look at GBA, SNES, and DS games to find something you like or what might work for your current project. I'm not saying steal or rip anything, I'm saying use it as a sort of "master study".

(Back to the advice) You DON'T see the inside of the figures left arm in a rotation like that. So, make the chest fleshed out and the rest of the torso fleshed out and over the right portion of the figures left arm.
Here is an awesome site for muscle reference. http://www.anatomy4sculptors.com/
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